﻿// Behavior originally contributed by HighVoltz.
//
// DOCUMENTATION:
//     
//
using System;
using System.Collections.Generic;
using System.Diagnostics;

using Styx.Helpers;
using Styx.Logic.BehaviorTree;
using Styx.Logic.Questing;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using TreeSharp;
using Action = TreeSharp.Action;


namespace Styx.Bot.Quest_Behaviors
{
    /// <summary>
    /// Runs the lua script x amount of times waiting x milliseconds inbetween
    /// ##Syntax##           
    /// Lua: the lua script to run
    /// NumOfTimes: (Optional) - The number of times to execute this script. default:1
    /// QuestId: (Optional) - the quest to perform this action on
    /// WaitTime: (Optional) - The time in milliseconds to wait before executing the next. default:0
    /// </summary>
    public class RunLua : CustomForcedBehavior
    {
        public RunLua(Dictionary<string, string> args)
            : base(args)
        {
            try
            {
                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                Lua         = GetAttributeAs<string>("Lua", true, ConstrainAs.StringNonEmpty, null) ?? string.Empty;
                NumOfTimes  = GetAttributeAsNullable<int>("NumOfTimes", false, ConstrainAs.RepeatCount, null) ?? 1;
                QuestId     = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog    = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
                WaitTime    = GetAttributeAsNullable<int>("WaitTime", false, ConstrainAs.Milliseconds, null) ?? 0;
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				LogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message
									+ "\nFROM HERE:\n"
									+ except.StackTrace + "\n");
				IsAttributeProblem = true;
			}
        }


        // Attributes provided by caller
        public string                   Lua { get; private set; }
        public int                      NumOfTimes { get; private set; }
        public int                      QuestId { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement    QuestRequirementInLog { get; private set; }
        public int                      WaitTime { get; private set; }

        // Private variables for internal state
        private int                 _counter;
        private bool                _isDisposed;
        private Composite           _root;
        private readonly Stopwatch  _waitStopwatch = new Stopwatch();

        // DON'T EDIT THESE--they are auto-populated by Subversion
        public override string      SubversionId { get { return ("$Id: RunLua.cs 184 2011-06-26 21:59:04Z chinajade $"); } }
        public override string      SubversionRevision { get { return ("$Revision: 184 $"); } }


        ~RunLua()
        {
            Dispose(false);
        }	

		
		public void     Dispose(bool    isExplicitlyInitiatedDispose)
        {
            if (!_isDisposed)
            {
                // NOTE: we should call any Dispose() method for any managed or unmanaged
                // resource, if that resource provides a Dispose() method.

                // Clean up managed resources, if explicit disposal...
                if (isExplicitlyInitiatedDispose)
                {
                    // empty, for now
                }

                // Clean up unmanaged resources (if any) here...
                TreeRoot.GoalText = string.Empty;
                TreeRoot.StatusText = string.Empty;

                // Call parent Dispose() (if it exists) here ...
                base.Dispose();
            }

            _isDisposed = true;
        }
		

        #region Overrides of CustomForcedBehavior

        protected override Composite CreateBehavior()
        {
            return _root ??
                (_root = new PrioritySelector(

                    new Action(c =>
                    {
                        if (!_waitStopwatch.IsRunning && WaitTime >0)
                            _waitStopwatch.Start();

                        if (_waitStopwatch.ElapsedMilliseconds < WaitTime)
                            return;

                        WoWInternals.Lua.DoString(Lua);
                        _counter++;
                        _waitStopwatch.Reset();
                    })
                ));
        }

        public override void    Dispose()
        {
            Dispose(true);
            GC.SuppressFinalize(this);
        }


        public override bool    IsDone
        {
            get
            {
                return ((_counter >= NumOfTimes)     // normal completion
                        || !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
            }
        }


        public override void    OnStart()
        {
            // This reports problems, and stops BT processing if there was a problem with attributes...
            // We had to defer this action, as the 'profile line number' is not available during the element's
            // constructor call.
            OnStart_HandleAttributeProblem();

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                PlayerQuest quest = StyxWoW.Me.QuestLog.GetQuestById((uint)QuestId);

                TreeRoot.GoalText = this.GetType().Name + ": " + ((quest != null) ? ("\"" + quest.Name + "\"") : "In Progress");
                TreeRoot.StatusText = string.Format("{0}: {1} {2} number of times while waiting {3} inbetween",
                                                    this.GetType().Name, Lua, NumOfTimes, WaitTime);
            }
        }

        #endregion
    }
}
